CHUN LI
-Latest tier chart: 5-5
-Popular opinion: Slight advantage Chun
-General Gameplan: Attempt to get into a projectile war, otherwise, punish her approaches.
-Crumple type: C-0
-Useful option selects: c.lk > f.lk + f.hp (Catches backdashes on wakeup. Wouldn?t try this if chun has meter for EX SBK)
-Useful AA?s: c.hp, s.hp, close s.hk, flashkick, air throw
-Ideal range: Anywhere outside of her sweep range. You can?t out-footsie chun, so you need to be able to safely pressure with booms instead.
-Guaranteed punishes:
-Effective counters / pro tips / FAQ:
----> Counter: Fishing with focus attack is good against her hazanshu (hcb+k).
----> Counter: If you can?t charge your focus to level 2 against hazanshu, you can focus it > dash > c.lk > c.lp > c.mp xx flashkick or throw.
----> Pro tip: If, instead, you hit her with a level 1 focus, your followup dash in either direction can be punished by her super or U1.
----> Counter: Jumping in with j.lp can stuff some of her AA attempts, even EX Spinning Bird Kick (SBK) sometimes!
----> Counter: Your c.mp can tag her nj.hk on the way down clean.
----> Counter: A close jump in from her can be tagged with close s.hk clean when spaced right.
----> Counter: Just like against shotos, you can U2 a mid screen kikoken.
----> Pro tip: Once she gets U1 stocked, you will have to play footsies with her. Only throw booms when you see her lose back charge and then follow them for some safe pressure.
----> Pro tip: Chun Li has a fast walk speed and dash. Many chuns will abuse this to get in on you. Use backfist or b.hk to put them in their place.
----> Pro tip: Her EX SBK is a good gtfo move, but can be countered with a neutral jump in the middle of your pressure strings, or easily safe jumped on her wakeup.
Discussion
[details=Spoiler]By Warahk:
Lead is really important in this match up, either character can gay the other out pretty easily. I have a lot of experience in this match up (Shizza). Unless you’re playing an U1 chun with great reactions you can throw booms with almost no fear, and really control the pace of this match. This match was affected by the new charge time just as much as the ryu and sagat matches. Sonic hurricane helps guile in this match a lot too. Chun can’t put you into block stun with hasanshu when you throw a jab boom unless it was psychic. Remember, if you could block a hasanshu, you could’ve focus dashed through it and punished. (the easiest punish is a throw, more advanced punish is c.lk > c.lp > c.mp xx fk).
chun’s like to hasanshu in 50/50 situations because it’s cheap as hell. c.fierce tech works well against the hasanshu/throw mix up. you cant afford to overuse it though because chun has beastly frame traps, and if she blocks c.fierce she can punish with c.lk xx legs pretty easily.
with the new charge time you can push chun to the corner with bazooka knee and jab/fierce boom. fierce boom is punishable by hasanshu, but it’s a risk you have to take in my opinion. When chun is in the corner you can pressure her pretty hard. try to bait her wall jump when you have her cornered, if you punish it with air throw once or twice she’ll feel pretty helpless.
with godlike reaction U1 chun is still a nightmare. but U2 chun loses to guile in my opinion. Do not ex boom good chun’s w/ U1 ready. you will eat a dick. shizza explained to me that ex boom is free to react to because there isn’t much he needs to look for at that distance, so as soon as he sees yellow you’re done.
Response by Slinkun:
Ya, I have NO idea why any chun would pick U2 against Guile. The good jap chun’s can easily react to even a jab boom with U1 if they are in range. They also like to sit max screen and occaisionally dash while buffering an ultra… so even max screen it feels unsafe to throw booms. Her U1 is just so friggin fast.
Another thing about her is that chun becomes way more dangerous once the person using her gets great execution skills. Getting tagged by stuff like a tick throw bait into close s.hk (counter-hit) xx lk hazanshu > c.lk xx EX legs is just a downright painful punish for a crouch tech. Even when a Chun can land the overly simple stuff with perfect consistency, like c.lk > c.lk xx EX legs, she becomes that much scarier.
Response by Warahk:
man, the japanese chuns you’re describing sound just like shizza lol. when i mentioned “beastly frame traps” thats the combo i was talking about. if you’re blocking you can interrupt s.hk xx hasanshu with flash kick though. because of this shizza started using s.hk > c.lp combos instead.
you can definitely bait chun’s U1 with enthusiastic fake booms, but the fact that the presence of chun’s U1 forces you to fake tons of sonic booms gives her a definite advantage. The match completely changes once chun has ultra, it’s frustrating.[/details]
-Video links:
CODY
-Latest tier chart: 6-4
-Popular opinion:
-General Gameplan:
-Crumple type: A-X
-Useful option selects:
-Useful AA?s:
-Ideal range:
-Guaranteed punishes:
----> c.hk (from close to mid range) > Flashkick, sweep, U2
----> non-lp criminal upper > flashkick, sweep, either ultra
----> LP criminal upper > flashkick, s.hp (reversal timing)
----> poorly spaced (close) ruffian kicks > flashkick, c.mp, sweep, either ultra (except for LK ruffian, which is only U1 punishable)
----> All non-ex Zonk knuckles > flashkick, c.mp, sweep, either ultra. (U2 can’t punish EX zonk, but U1 can)
-Effective counters / pro tips / FAQ:
-Discussion:
-Video links:
DAN
-Latest tier chart: 6-4
-Popular opinion: Guile?s favor
-General Gameplan:
-Crumple type: C-X
-Useful option selects:
-Useful AA?s:
-Ideal range:
-Guaranteed punishes:
----> c.hp > flashkick, sweep, U1
-Effective counters / pro tips / FAQ:
-Discussion:
-Video links:
DEE JAY
-Latest tier chart: 6-4
-Popular opinion: Guile?s favor
-General Gameplan:
-Crumple type: A-X (mp boom required)
-Useful option selects:
-Useful AA?s:
-Ideal range:
-Guaranteed punishes:
----> c.hp > flashkick, sweep, U1
----> close c.mk > flashkick
----> LK rolling sobat > flashkick, s.hp, sweep (reversal timing)
----> MK rolling sobat > flashkick, s.hp, sweep, U1
----> HK or EX rolling sobat > flashkick, s.hp, sweep, U1 and U2
----> non-EX machine gun upper > flashkick, s.hp, sweep, U1 and U2
----> EX machine gun upper > flashkick
-Effective counters / pro tips / FAQ:
----> Counter: Any jump in pressure on Dee Jay?s wakeup can be countered by EX upkicks it seems, but that move will whiff against crouching meaty attacks. You can apply some good wakeup pressure this way.
-Discussion:
Discussion
Spoiler
By m2dave: Just keep in mind that you never have to cross up Dee Jay. Dee Jay is to meaty attacks (and safe jumps) what Guile is to cross ups. If you properly time a meaty attack while Dee Jay is grounded with Guile, Upkicks will whiff and Sobat Kicks will get blocked because of their laughably slow start up frames. You can punish either response with a Flash Kick, but he can FADC the Sobat Kicks. If the Dee Jay player starts backdashing, simply option select a low roundhouse after your meaty attack to successfully knock him down. Upkicks have the ability to auto-correct, but they are still safe-jumpable. I cannot see his wake up defense being much better than Guile’s, if at all. They both suffer even if it is for different reasons. The point is that Guile’s best meaty attack is cr.jab, so, in fact, Dee Jay’s U2 is the only legitimate threat because the U2 has 7 start up frames while Guile’s cr.jab recovers in 8 frames. The U2 is still safe jumpable, of course. As is everything else. Guile can safe jump or utilize meaty attacks on a grounded Dee Jay risk-free pretty much.
-Video links:
DHALSIM
-Latest tier chart: 4-6
-Popular opinion: Dhalsim?s favor
-General Gameplan: Get the life lead and turtle up.
-Crumple type: S-X
-Useful option selects:
----> c.lk > c.lk + df.hk (punishes backdashes on wakeup)
----> c.mk > f.mp ~ U2 (punishes backdashes and teleports in any direction. Timing is strict))
----> c.mp > boom ~ U2 (punishes backdashes and teleports in any direction)
-Useful AA?s: s.hp, s.mp
-Ideal range: Tough one. Some say max screen for a projectile war. However, ideally you really do want to be in sim?s face, it?s just that getting there is hard. Up close, you can mix him up with frame traps, throws, and OS?s.
-Guaranteed punishes:
----> Yoga Sniper (jump back hp) > EX boom (Range dependent)
----> Poorly spaced slides > flashkick, c.mp, sweep, U1
----> Well spaced slides > nothing
-Effective counters / pro tips / FAQ:
----> Counter: He shouldn?t be able to teleport in on you. If you have a life lead and think that he?ll attempt a teleport, then throw booms only on reaction to his fires. If he teleports, smack him with a s.hp, then rush him down or back off? your choice.
----> Counter: Like anyone else with a fireball, try to U2 is fires on reaction if you?re close enough.
----> Pro tip: His U2 is very dangerous because he can set up a trap with EX Yoga Fire -> Teleport. If you block, he gets standard teleport mixups, and if you jump he gets U2. It’s still a guess, but it’s heavily in Sim’s favor. U2 in general is very dangerous because he can try to force you to jump with EX Yoga Fire and if he catches you jumping, there’s nothing you can do to avoid his U2.
----> Pro tip: If you got skills, try playing max range footsies with him. Your c.mp can tag the recovery of his s.hp on whiff, and b.mk can sometimes stuff other limbs.
----> FAQ: How do I counter his U1 overhead / low attack mixup? A: You can opt to nullify it completely with your U2. Otherwise, either run away if you have space or just hope you can guess right.
-Discussion:
Discussion
[details=Spoiler]
By Branh0913: I think the big thing about the Sim matchup is that people perceive it differently. People who feel it is hard believe you need to get in on Sim. This is not a really big leap to make, as Sim has very few good up close options, so naturally people think they need to get in on Sim and take advantage of this. Still, I maintain that you don’t really have to get in on Sim. You can pretty much throw sonic booms across the screen all match, and watch for him trying to get a few moves in. Sim doesn’t have a reliable way in on Guile. From the Sim players perspective, they are probably thinking the same way guile players think. They believe they need to get in on Guile. In truth neither needs to get in on each other. Sim has superior space control with his limbs, Guile has a superior projectile game. Both can’t advance on each other without a considerable amount of risk involved.
As far as U2 is concerned for Sim, you have to keep in mind that Guile’s U2 serves are a problem from him as well. He has to be very careful about teleporting and jumping when Guile has U2. Also you have to factor in that Sim U2 doesn’t do a lot of damage, at least not for an ultra. It’s significant enough, but it doesn’t necessarily put him back in the game. But maybe I’m speaking out of ignorance, because most Sims I face prefer to stick with U1. I play Sim casually, and I can’t see any real benefits of U2 over U1. U1 was actually buffed a lot in this game, and I still think it’s the ultra Guile players should worry about. Sim get’s huge damage on guesses from U1, and that’s really the ultra that puts him back in the game.
Sim can’t start IAT shennanigans against Guile really. Trying to IAT his sonic booms will leave him in a bad position. From the Sim player’s perspective, it’s already hard enough to do it to Sagat, Ryu, and Ken. Guile is even more difficult. Most Sims with a brain won’t teleport against Guile unless they’re desperate. Sim has no reliable ways to do damage, or take initiative in this match. So he’s really in the same situation Guile is in. Which is why I think it’s 5-5.
By my_name_is_better: I do not know specific details and such, but your sole strategy, is to get that good chunk life lead and turtle your butt off. He has trouble getting in to you just as your attempts to get in. However beware of his ultra 1 cross up shenanigans, especially when he has a super, Dhalsim comeback potential rivals Rufus once he reachs a super and has an ultra stocked.
As a guile player, you enjoyed back fisting those who shoot projectile when you are walking behind a sonic boom, am I right? Think of it this way, often in a match, Dhalsim may shoot fire before you shoot a Sonic boom, making you eat a St., so be patient and look for opprotunities to safely shoot a boom.
At times, you may get cornered, and get preasured with long ranged limbs and slow fireball chip damage, forcing you to do hasty stuff. Remember, limbs attack do not do chip damage, so it is ok to block them. Trade his fire with a boom if it is safe to do so, otherwise just block it, relax, and look for that opening.
Now, when you finally cornered Dhalsim, this will be your very last chance to score a win. If you look at some videos of great Guile players, you will notice how some, like GeoM, successfully use FADC to do extremely safe and almost airtight corner preasure that does good chunk of chip damage (each blocked boom does 15 damage), or if you want to save meter, learn spacing of sonic boom to do a “safe” jump in to even futher expand the preasure. If a sonic boom is blocked, you could follow on Dhalsim (and others) with Cr. -> Cr. xx Sonic boom if you are close, and create a good position for a overhead follow up for more preasure, learn to mix things up.
Your corner game as Guile on Dhalsim is to do safe chip damages, and punish every attempt to escape, like punishing teleport (ground teleport, since air teleport gets face punched before he even finish jumping) with throw, reversal super with Cr. xx (flash kick / Sonic boom -> Guile High Kick [:dr:] -> follow up attack / Super), basically reduce his options to null.
Your only comebacks are either from corner, or Ultra 2 a fireball on reaction, so you really have to fetch for that corner, it is a gamebreaker, or if you have the life lead, sit there, shoot a boom to match his fireball, and then anti-anything he does. Really, just play safe and remain calm.[/details]
-Video links:
----> http://www.youtube.com/user/XUpYourGameX#p/u/0/J09Jw11F-D4 (Aeroplane x Aminx)